23,172 research outputs found
Learning Classical Planning Strategies with Policy Gradient
A common paradigm in classical planning is heuristic forward search. Forward
search planners often rely on simple best-first search which remains fixed
throughout the search process. In this paper, we introduce a novel search
framework capable of alternating between several forward search approaches
while solving a particular planning problem. Selection of the approach is
performed using a trainable stochastic policy, mapping the state of the search
to a probability distribution over the approaches. This enables using policy
gradient to learn search strategies tailored to a specific distributions of
planning problems and a selected performance metric, e.g. the IPC score. We
instantiate the framework by constructing a policy space consisting of five
search approaches and a two-dimensional representation of the planner's state.
Then, we train the system on randomly generated problems from five IPC domains
using three different performance metrics. Our experimental results show that
the learner is able to discover domain-specific search strategies, improving
the planner's performance relative to the baselines of plain best-first search
and a uniform policy.Comment: Accepted for ICAPS 201
Expert iteration
In this thesis, we study how reinforcement learning algorithms can tackle classical board games without recourse to human knowledge. Specifically, we develop a framework and algorithms which learn to play the board game Hex starting from random play. We first describe Expert Iteration (ExIt), a novel reinforcement learning framework which extends Modified Policy Iteration. ExIt explicitly decomposes the reinforcement learning problem into two parts: planning and generalisation. A planning algorithm explores possible move sequences starting from a particular position to find good strategies from that position, while a parametric function approximator is trained to predict those plans, generalising to states not yet seen. Subsequently, planning is improved by using the approximated policy to guide search, increasing the strength of new plans. This decomposition allows ExIt to combine the benefits of both planning methods and function approximation methods. We demonstrate the effectiveness of the ExIt paradigm by implementing ExIt with two different planning algorithms. First, we develop a version based on Monte Carlo Tree Search (MCTS), a search algorithm which has been successful both in specific games, such as Go, Hex and Havannah, and in general game playing competitions. We then develop a new planning algorithm, Policy Gradient Search (PGS), which uses a model-free reinforcement learning algorithm for online planning. Unlike MCTS, PGS does not require an explicit search tree. Instead PGS uses function approximation within a single search, allowing it to be applied to problems with larger branching factors. Both MCTS-ExIt and PGS-ExIt defeated MoHex 2.0 - the most recent Hex Olympiad winner to be open sourced - in 9 × 9 Hex. More importantly, whereas MoHex makes use of many Hex-specific improvements and knowledge, all our programs were trained tabula rasa using general reinforcement learning methods. This bodes well for ExIt’s applicability to both other games and real world decision making problems
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Towards Informed Exploration for Deep Reinforcement Learning
In this thesis, we discuss various techniques for improving exploration for deep reinforcement learning. We begin with a brief review of reinforcement learning (RL) and the fundamental v.s. exploitation trade-off. Then we review how deep RL has improved upon classical and summarize six categories of the latest exploration methods for deep RL, in the order increasing usage of prior information. We then explore representative works in three categories discuss their strengths and weaknesses. The first category, represented by Soft Q-learning, uses regularization to encourage exploration. The second category, represented by count-based via hashing, maps states to hash codes for counting and assigns higher exploration to less-encountered states. The third category utilizes hierarchy and is represented by modular architecture for RL agents to play StarCraft II. Finally, we conclude that exploration by prior knowledge is a promising research direction and suggest topics of potentially impact
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